platform's release. Ninja Gaiden attracted criticism for the way on-screen action is framed by the game's camera. The default camera system centers the action on Ryu and his surroundings, but reviewers were frustrated by occasions when the camera locked on to part of the scenery, thus losing track of Ryu. Tecmo attempted to address this with the introduction of manual camera controls in the Hurricane Packs, and most critics judged that either the camera frame was usually acceptable, or that Ninja Gaiden was a good enough game that its flaws could be overlooked. Consumers purchased 1.5 million copies of Ninja Gaiden and Black by August 2007, with the bulk of these sales going to North America and Europe. According to the NPD Group, in its first month Ninja Gaiden sold 362,441 copies in the United States. By August 2006, Ninja Gaiden had sold 550,000 copies and earned $27 million in that country. Between January 2000 and August 2006, it was the 100th highest-selling game launched for the PlayStation 2, Xbox or GameCube consoles in the United States. Combined sales of Ninja Gaiden and Black reached 800,000 units in the United States by August 2006. These sales figures reflect Tecmo's decision to target the non-Japanese market. Japanese gamers were not particularly excited—according to Itagaki, only 60,000 copies of Ninja Gaiden were sold in Japan in the four months following its release. The critical and commercial success of Ninja Gaiden have led CNET and GameSpot Asia to induct the game into their halls of fame. The Ninja Gaiden games gained a reputation throughout the gaming community for their difficulty and attention to detail. Although they appealed to gamers who, like Pro-G's Struan Robertson, wanted a "bloody hard, but also bloody good" challenge, it was feared that casual gamers would find the learning curve daunting. IGN warned that gamers with lesser skills might not "get as much out of this game as others due to [its] incredible difficulty", and Edge commented that "Tecmo's refusal to extend any kind of handhold to less dedicated players is simply a failure of design, not a badge of hardcore honour", and "it's impossible to believe they couldn't have found a way to increase the accessibility of the game without undermining the gloriously intractable nature of the challenges it contains." EGM found the challenge to be "rewarding" as it "motivates you to actually get better at the game."